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Grab Fallen enemies (KO'ed) (Read 1209 times)

Started by O Ilusionista, February 28, 2009, 11:29:26 pm
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Grab Fallen enemies (KO'ed)
#1  February 28, 2009, 11:29:26 pm
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hey guys.

There is something I would like to do: I want to make a winpose where the character grabs the fallen (KO'ed) p2 (or transform it to funny animals). But seams that you can't hit a fallen enemy with grab moves. I was taking a look at Splod's Juggernauth (is that idea) and I saw that he used a invisible projectile to hit the enemy and put him on a custom state.

Is there any other way to do that?
Last Edit: February 28, 2009, 11:38:16 pm by O Ilusionista
Re: Grab Fallen enemies
#2  February 28, 2009, 11:33:28 pm
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In order to hit someone on the ground, aside from being alive you need the hitflags FD. Doesn't work without F for some reason.

Probably also worth using targetstate here too.


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Re: Grab Fallen enemies
#3  February 28, 2009, 11:37:10 pm
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Quote
aside from being alive
that is the question: is isn't alive, its ko'ed.

edit: I've taking a look at state 5150...it won't work that way:

Quote
[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

I've tried this before, and doesn't works:

Spoiler, click to toggle visibilty
Re: Grab Fallen enemies
#4  February 28, 2009, 11:38:23 pm
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If it's for your full game you can just modify the dead state to allow hits when the enemy is this char doing that pose.
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Re: Grab Fallen enemies (KO'ed)
#5  March 01, 2009, 12:07:21 am
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Sadly, that is not for my full game :(

I think I will credit Splode and use that piece of code.

edit: I've decided to use something close to Splode's code, but a bit different:

[State 0, Helper]
type = Helper
triggerall = !NumHelper(1210)
trigger1 = Winko && EnemyNear, Stateno = 5110


this will prevent some unguest reactions, like the act fails like happens sometimes on Splode's Jugg.
Last Edit: March 01, 2009, 12:44:22 am by O Ilusionista
Re: Grab Fallen enemies (KO'ed)
#6  March 01, 2009, 01:27:14 am
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I've done it. I will post a tutorial soon :)